Name | Ritual | Level Sort descending | Classical Spell School | Spell Schools | Summary | Source |
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Sacred Flame | Cantrip | Evocation | Attack, Divine, Radiant | Use radiant energy to scorch an enemy. | Adventurer's Guide | |
Thaumaturgy | Cantrip | Transmutation | Divine, Enhancement | Manifest a minor magical effect to display divine power. | Adventurer's Guide | |
Muddle | Cantrip | Enchantment | Affliction, Psychic | Inflict a temporary level of strife or fatigue. | Gate Pass Gazette | |
Spare the Dying | Cantrip | Necromancy | Divine, Healing | Stabilize a dying creature with a jolt of healing energy. | Adventurer's Guide | |
Mending | Cantrip | Transmutation | Arcane, Transformation, Utility | Perform simple repairs on an object. | Adventurer's Guide | |
Light | Cantrip | Evocation | Arcane, Utility | Enchant one object to emit light. | Adventurer's Guide | |
Guidance | Cantrip | Divination | Divine, Knowledge | A creature you touch gains an expertise die on an ability check of its choosing. | Adventurer's Guide | |
Arcane Muscles | Cantrip | Transmutation | Arcane, Enhancement, Transformation, Unarmed | Bulk your muscles to deliver lethal unarmed strikes. | Adventurer's Guide | |
Pestilence | Cantrip | Conjuration | Nature, Summoning | Fill a 10-foot sphere with biting insects that damage creatures and some objects. | Adventurer's Guide | |
Shield of Faith | 1st | Abjuration | Divine, Protection | Bestow holy protection upon a creature. | Adventurer's Guide | |
Bane | 1st | Enchantment | Affliction | Cause enemies to be distracted from their attacks. | Adventurer's Guide | |
Sanctuary | 1st | Abjuration | Divine, Protection | Guard one creature against attacks. | Adventurer's Guide | |
Fortified Will | 1st | Enchantment | Affliction, Divine, Protection | Target can choose to suffer a level of strife in exchange for succeeding at certain saving throws. | Gate Pass Gazette | |
Burst of Strength | 1st | Transmutation | Enhancement, Movement, Protection | Take a level of fatigue in order to break a grapple. | Gate Pass Gazette | |
Bless | 1st | Enchantment | Divine, Enhancement | Bless a number of creatures, improving their attack rolls and saving throws. | Adventurer's Guide | |
Skeletal Hands | 1st | Necromancy | Arcane, Divine, Necrotic | Skeletal hands grab at targets. | Dungeon Delver's Guide | |
Ceremony |
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1st | Evocation | Divine | Perform a religious ceremony for a funeral, last rites, offering, purification, or rite of passage. | Adventurer's Guide |
Wind Up | 1st | Evocation | Enhancement | Magically ensure that your next melee attack strikes true. | Adventurer's Guide | |
Chef's Plate | 1st | Divination | Arcane, Divine, Protection, Utility | Learn how to prepare targeted food or drink. | Gate Pass Gazette | |
Command | 1st | Enchantment | Compulsion, Divine | Compel a creature to follow a one-word command. | Adventurer's Guide | |
Beautify Creature | 1st | Transmutation | Arcane, Divine, Enhancement, Utility | Grant the target an expertise die to Persuasion and Performance by beautifully grooming it. | Gate Pass Gazette | |
Identify Weapon | 1st | Divination | Arcane, Divine, Knowledge, Law, Weaponry | Learn what weapon that was used to inflict a wound. | Gate Pass Gazette | |
Traveler’s Ward | 1st | Abjuration | Protection, Sound | Protect a creature from pickpockets. | Adventurer's Guide | |
Create or Destroy Water | 1st | Transmutation | Divine, Utility, Water | Create or destroy up to 10 gallons of water. | Adventurer's Guide | |
Corpse Explosion | 1st | Evocation | Poison, Thunder | Make a corpse explode in a poisonous cloud. | Adventurer's Guide | |
Detect Evil and Good | 1st | Divination | Divine, Senses | Sense the presence and nature of otherworldly influences. | Adventurer's Guide | |
Detect Poison and Disease |
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1st | Divination | Divine, Nature, Senses | Sense the presence and identify poisons and diseases. | Adventurer's Guide |
Detect Magic |
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1st | Divination | Arcane, Divine, Nature, Senses | Sense the presence and school of magical auras. | Adventurer's Guide |
Cure Wounds | 1st | Evocation | Divine, Healing, Nature | Heal hit points equal to 1d8 + your spellcasting ability modifier. | Adventurer's Guide | |
Calculated Retribution | 1st | Abjuration | Force, Law, Weaponry | Surround yourself with a dampening magical field and collect the energy of your foes’ attacks to use against them. | Adventurer's Guide | |
Inflict Wounds | 1st | Necromancy | Attack, Divine, Necrotic | Assail a creature with necrotic energy. | Adventurer's Guide | |
Guiding Bolt | 1st | Evocation | Attack, Divine, Radiant | Attack a creature with a bolt of radiant energy that guides the attack of an ally. | Adventurer's Guide | |
Healing Word | 1st | Evocation | Divine, Healing | Restore a small number of hit points to a creature at range with only a word. | Adventurer's Guide | |
Protection from Evil and Good | 1st | Abjuration | Arcane, Divine, Protection | Protect a creature from certain creature types. | Adventurer's Guide | |
Spiritual Weapon | 2nd | Evocation | Attack, Divine, Force | Conjure a floating, incandescent weapon to attack enemies with a bonus action. | Adventurer's Guide | |
Aid | 2nd | Abjuration | Divine, Enhancement | Boost the hit points of allies. | Adventurer's Guide | |
Soulwrought Fists | 2nd | Transmutation | Enhancement, Transformation, Unarmed, Weaponry | Harden a creature’s hands with inner power, turning dexterous fingers into magical iron cudgels. | Adventurer's Guide | |
Warding Bond | 2nd | Abjuration | Divine, Protection | Forge a mystical bond with a willing creature that grants them several benefits, but you take the damage being prevented from harming it. | Adventurer's Guide | |
Prayer of Healing | 2nd | Evocation | Divine, Good, Healing | Heal up to 6 creatures during a short rest. | Adventurer's Guide | |
Force of Will | 2nd | Abjuration | Protection | Reduce the damage dealt by an attack. | Adventurer's Guide | |
Laundry Day |
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2nd | Transmutation | Arcane, Divine, Utility | Clean and restore items made of cloth. | Gate Pass Gazette |
Zone of Truth | 2nd | Enchantment | Communication, Compulsion, Law | Create a zone that minimizes spoken deceptions. | Adventurer's Guide | |
Augury | 2nd | Divination | Communication, Divine, Scrying, Time | Consult fate. | Adventurer's Guide | |
Sufferer's Strike | 2nd | Evocation | Affliction, Attack, Divine, Force | Deal 2d8 force damage and an additional 1d8 for every level of fatigue and strife you have. | Gate Pass Gazette | |
Transfer Exhaustion | 2nd | Transmutation | Affliction, Divine, Healing | Transfer levels of fatigue or strife from a creature to yourself. | Gate Pass Gazette | |
Transmute Exhaustion | 2nd | Transmutation | Affliction, Divine, Healing | Turn a target’s levels of fatigue into strife or vice-versa. | Gate Pass Gazette | |
Reckless March | 2nd | Transmutation | Enhancement, Movement | Suppress the effects of exhaustion at the cost of suffering more later. | Gate Pass Gazette | |
Enhance Ability | 2nd | Transmutation | Enhancement | Increase the effectiveness of one ability score for a creature. | Adventurer's Guide | |
Find Traps | 2nd | Divination | Divine, Protection, Senses, Technological, Utility | Know whether traps are present. | Adventurer's Guide | |
Hold Person | 2nd | Enchantment | Affliction, Arcane | Paralyze a humanoid. | Adventurer's Guide |